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GS/HW: Add all levels/unclamped mipmap modes
Description of Changes
This PR brings back the mipmapping dropdown (oh noes), but it does not bring back basic (phew).
It adds two new modes:
All Levels
Instead of creating TC sources with LODs M..MXL, where M is the highest LOD from the vertex trace, it always uploads mip levels 0..MXL. This should have the result of producing fewer duplicate textures when dumping, and potentially increase TC efficiency, since there's less duplicates in the hash cache too.
Unclamped
This is a new, enhanced mode, that uses the full range of texture LODs that the game provides, but ignores the L/K values/game's bias. This results in higher-resolution textures being used when upscaling, and makes anisotropic filtering work again without requiring forced trilinear.
Rationale behind Changes
New enhancement for improved visuals in games, because forcing mipmapping everywhere was actually a visual regression in some cases.
Example: Burnout 3
Suggested Testing Steps
Experiment :-)
Appears to be a nice visual improvement across the board.
Fixes #11418 using All Levels.
When booting a game OSD says Mipmapping is not set to Enabled/All Levels, even if it is. Actually, it seems that Pcsx2 general mipmapping setting doesn't work. Only changing it in game properties it does.
Are "Unclamped" and "Off" supposed to give different results? They gave me the same result in every game I tested.
do you have an example GS Dump? and does it show differently with the normal mipmap setting?
Are "Unclamped" and "Off" supposed to give different results? They gave me the same result in every game I tested.
They are very much different.
A good news, it performs very well in Need for Speed - Hot Pursuit 2
master:
pr:
As a price, the GPU overhead increased by 5%~8%
I'm sad to see this PR has been closed.
Could someone clarify why this PR was scrapped?